From: Kevin Duke
Subject: Atlantic Storm Review Rebuttle
There are already two other reviews of Atlantic Storm present here, and
let me begin by saying this isn't a deliberate attempt to take shots at
those folks-- much as I disagree with the very idea of writing a
'review' and a 'varient' of a game after one playing. We've played
about 11 games now, on three separate occasions.
Also, as someone who has taken plenty of shots at the now departed AHGC
for laziness or poor QC, I'm not a likely person to rush to their
defense.
But Atlantic Storm is a great game. At least is it using all the rules,
and playing with 5 or 6 people. If the other reviewers have played with
less, that might account for some of the problem. We found it
not-so-good with 4, and dramatically better with 5. With 6 was about
the same as with 5. Also, adding in the "spoils" VP idea makes a huge
difference, as players jump into the pot hoping for 'something' other
than just stopping the guy with the best card. Without "spoils," players
wither under the mind set "I can't beat him, so I'll discard to make
sure he gets fewer points" and the interest level is much much lower.
Everyone seems to agree the graphics are excellent. They are. Among the
best ever, certainly the best thing I've seen from the subsidiary of a
printing company (which seemed to mean that nothing was ever rejected).
Moreover, the rules are extremely well done, and this comes from a group
of folks who've playtested over 50 games and are usually very rough on
rules writers. We haven't found a question that couldn't be found
directly or reasoned easily from the overall style and intent of the
game system.
I'm sorry for those who complain that the game is not "realistic"
enough. Hey, it's a card game! It doesn't pretend to be simulating
anything-- like Rise of Lufwaffe or Up Front. It's just a very well
designed card game, with excellent permutations, surprises, suspense,
and shifts.
Balance is extremely good-- players who are obviously "leading" get the
advantage of an extra card or two, which helps off-set the "stop him"
movements that usually happen in multi-player games. "First card laid"
is a disadvantage, so this game allows that person to pick the convoy
between two cards (could be an advantage) and pick the type of action to
be fought (should be an advantage). Neither part of the game-- picking
the convoy or an extra card or three-- is overwhelming, but they help.
It works.
It also works having a number of cards use a die roll for their
strength. That means uncertainty is a part of almost every hand played.
The "fate card" concept is also a good one, affecting how players use
cards, which ones they discard, etc.
In reference to the other reviewer, we've played Modern Art and like it
as well. Comparing the two games is difficult. Their "engines" are very
different, but similar in that a player "learns" more about the game as
he goes along. Strategy has some subtle elements (extremely subtle
perhaps in Modern Art) and few plays are certain (although we found more
"locked in, can't do anything about it" problems in Modern Art than
we've found in Atlantic Storm.)
If you're in a gaming situation where you have only 2 or 3 gamers and
plenty of time to wrestle with the latest and greatest complicated game
for days at a time, then Atlantic Storm isn't going to please you, as
much for your limited numbers as for the lack of "simulation." But, if
you regularly have a larger group of people get together, looking for a
few hours of entertainment and a game they can play over and again, then
Atlantic Storm is a good investment (grab it while you can). The rules
say a 'complete game' is 20 convoys. If your time is short, or you just
want to have more 'start fresh' situations, then cut that number down
and play several games with, say, 11 convoys each.
Designer and Developer are to be complimented-- this is a thoroughly
professional job. I'm sorry to wonder what "extra cards" would have been
added if AHGC had stayed afloat.
Kevin Duke
Memphis Area Playtesters